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fix(runner): clamp swipe/scroll origin out of edge gesture zones
A gesture starting in the top status-bar strip pulls down the notification shade; the bottom and side strips are the home and back gestures. Any of them drags the fuzzer out of the app. Swipe and scroll origins are now clamped into a safe inner area sized from the maximum element extent (the Android hierarchy root reports zero bounds, so the extent is the reliable screen size). Calibrated on device: origins below ~7% of height no longer open the shade.
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@@ -537,6 +537,7 @@ func applyAction(ctx context.Context, drv driver.DeviceDriver, action verifier.A
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return drv.LongPress(ctx, x, y)
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case verifier.ActionKindScroll:
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fromX, fromY, toX, toY := scrollEndpoints(action, tree)
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fromX, fromY, toX, toY = clampGestureToSafeArea(fromX, fromY, toX, toY, screenBounds(tree))
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duration := time.Duration(action.DurationMillis) * time.Millisecond
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if duration <= 0 {
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duration = 300 * time.Millisecond
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@@ -581,7 +582,8 @@ func applyAction(ctx context.Context, drv driver.DeviceDriver, action verifier.A
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if duration <= 0 {
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duration = 250 * time.Millisecond
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}
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return drv.Swipe(ctx, action.FromX, action.FromY, action.ToX, action.ToY, duration)
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fromX, fromY, toX, toY := clampGestureToSafeArea(action.FromX, action.FromY, action.ToX, action.ToY, screenBounds(tree))
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return drv.Swipe(ctx, fromX, fromY, toX, toY, duration)
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case verifier.ActionKindPressKey:
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if action.Key == "" {
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return nil
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@@ -707,6 +709,58 @@ func scrollEndpoints(action verifier.Action, tree *hierarchy.Tree) (fromX, fromY
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// scrollBounds returns the container bounds for an authored Scroll: the node
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// named by On when it resolves, otherwise the root (whole-screen) bounds.
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// screenBounds returns the device screen rectangle as the maximum extent across
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// all elements. The hierarchy root often reports zero bounds on Android, so the
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// extent (driven by full-screen containers and the navigation bar) is the
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// reliable screen size. Returns a zero rectangle when unknown.
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func screenBounds(tree *hierarchy.Tree) hierarchy.Bounds {
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if tree == nil {
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return hierarchy.Bounds{}
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}
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var bounds hierarchy.Bounds
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for _, element := range tree.Elements {
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if element.Bounds.Right > bounds.Right {
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bounds.Right = element.Bounds.Right
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}
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if element.Bounds.Bottom > bounds.Bottom {
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bounds.Bottom = element.Bounds.Bottom
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}
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}
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return bounds
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}
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// clampGestureToSafeArea keeps a swipe's origin out of the system gesture zones
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// at the screen edges. A gesture that starts in the top strip pulls down the
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// notification shade; the bottom strip is the home gesture and the side strips
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// are the back gesture. Any of these drags the fuzzer out of the app. The
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// destination only needs to stay on screen. With an unknown screen size the
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// coordinates pass through unchanged.
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func clampGestureToSafeArea(fromX, fromY, toX, toY int, screen hierarchy.Bounds) (int, int, int, int) {
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width, height := screen.Width(), screen.Height()
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if width <= 0 || height <= 0 {
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return fromX, fromY, toX, toY
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}
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// Margins are a fraction of each axis so they scale across devices and
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// densities. The vertical margin clears the status bar (calibrated: swipes
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// from below ~7% of height no longer open the shade) and the home gesture.
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marginX := width / 20
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marginY := height / 12
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clamp := func(value, low, high int) int {
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if value < low {
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return low
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}
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if value > high {
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return high
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}
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return value
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}
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fromX = clamp(fromX, screen.Left+marginX, screen.Right-marginX)
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fromY = clamp(fromY, screen.Top+marginY, screen.Bottom-marginY)
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toX = clamp(toX, screen.Left, screen.Right)
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toY = clamp(toY, screen.Top, screen.Bottom)
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return fromX, fromY, toX, toY
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}
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func scrollBounds(action verifier.Action, tree *hierarchy.Tree) hierarchy.Bounds {
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if tree == nil {
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return hierarchy.Bounds{}
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@@ -1807,6 +1807,54 @@ func TestAwaitForeground_RelaunchesThenWaitsForWindow(t *testing.T) {
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}
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}
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// TestClampGestureToSafeArea_KeepsOriginOutOfGestureZones locks the swipe fix:
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// a gesture origin in the top status-bar strip pulls down the notification
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// shade and drags the fuzzer out of the app. The origin must be pulled into the
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// safe inner area while the destination only stays on screen.
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func TestClampGestureToSafeArea_KeepsOriginOutOfGestureZones(t *testing.T) {
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screen := hierarchy.Bounds{Left: 0, Top: 0, Right: 1080, Bottom: 2400}
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// marginX = 1080/20 = 54, marginY = 2400/12 = 200.
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// The real shade-opening swipe captured on device: origin y=62.
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fromX, fromY, toX, toY := clampGestureToSafeArea(802, 62, 802, 447, screen)
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if fromY < 200 {
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t.Errorf("origin Y %d still inside the status-bar strip (need >= 200)", fromY)
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}
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if fromX != 802 || toX != 802 || toY != 447 {
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t.Errorf("unexpected clamp of in-range coords: from=(%d,%d) to=(%d,%d)", fromX, fromY, toX, toY)
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}
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// Top-left corner origin pulled inside both margins.
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fromX, fromY, _, _ = clampGestureToSafeArea(0, 0, 540, 1200, screen)
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if fromX != 54 || fromY != 200 {
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t.Errorf("corner origin not clamped to (54,200), got (%d,%d)", fromX, fromY)
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}
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// Unknown screen size leaves coordinates untouched.
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fromX, fromY, toX, toY = clampGestureToSafeArea(802, 62, 802, 447, hierarchy.Bounds{})
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if fromX != 802 || fromY != 62 || toX != 802 || toY != 447 {
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t.Error("coordinates must pass through unchanged when screen size is unknown")
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}
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}
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// TestScreenBounds_UsesMaxExtentNotRoot guards the screen-size source: the
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// Android hierarchy root reports zero bounds, so the screen rectangle must come
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// from the maximum element extent or the gesture clamp silently no-ops.
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func TestScreenBounds_UsesMaxExtentNotRoot(t *testing.T) {
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tree := &hierarchy.Tree{
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Root: &hierarchy.Node{Element: hierarchy.Element{Bounds: hierarchy.Bounds{}}},
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Elements: []*hierarchy.Element{
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{Bounds: hierarchy.Bounds{}},
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{Bounds: hierarchy.Bounds{Left: 0, Top: 0, Right: 1080, Bottom: 2160}},
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{Bounds: hierarchy.Bounds{Left: 0, Top: 2268, Right: 1080, Bottom: 2400}},
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},
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}
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got := screenBounds(tree)
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if got.Right != 1080 || got.Bottom != 2400 {
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t.Fatalf("screenBounds = %+v, want right=1080 bottom=2400", got)
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}
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}
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// TestEnsureForeground_DismissesSystemOverlay locks the shade fix: when the app
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// is still the resumed activity but a system overlay (notification shade) holds
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// the focused window, the guard must dismiss it with back rather than relaunch
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